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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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WAOW !
Awesome, and I don't use that word often [edit] with appropriate credits given, do you allow us to use it in the Japanese Campaign mod ? keltos Last edited by keltos01; 07-22-09 at 04:30 PM. |
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#2 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
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#3 |
Planesman
![]() Join Date: Jan 2008
Location: Maryland, USA
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Neat! I've always wanted this, midget subs in particular seemed useless without this. Now maybe approaching Japanese home waters on the surface near a port will be a little more dangerous...I hope this gets integrated into TMO 1.8 somehow.
Any chance of you releasing a pack of torpedo-armed ships? |
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#4 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
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not ATM. I'm too busy modding other things now. But I'm sure TSWSM will include some.
If someone else wants to add torpedoes to ships/subs, please go ahead, feel free to release them.
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#5 |
Watch
![]() Join Date: Jul 2008
Posts: 22
Downloads: 34
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I have very little knowledge about how things are modded so I'm definately a noobie but I can't help but wonder, would this method be able to spawn something else like an AI aircraft?If so it would sure be a quick and dirty way to get playable carriers to launch airplanes.
![]() Sheer genius on the torpedo spawn method. ![]() Last edited by Nameless Bob; 07-25-09 at 07:32 PM. |
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#6 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#7 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
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No you didn't! Yes you did!! Great one!
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#8 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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What goes around comes around : yeah sure, feel free to use my IJN Surface Torpedo Mod
![]() http://www.filefront.com/9947019/IJN..._torpedos.rar/ keltos |
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#9 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Impressive work.
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#10 |
Weps
![]() Join Date: Sep 2005
Posts: 359
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OK - how does this sound .... modify the traverse tolerance in the torp launchers .sim file to 10 degrees ? This should give such variance in the torps being launched in the actual direction the AI intends, that there is a chance some torps will lead the target correctly ?
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#11 |
Weps
![]() Join Date: Sep 2005
Posts: 359
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OK - so that actually works ...... some torps head off at upto 10 deg variance from the intended direction by the AI gun controller ... and as such, lead the target. One problem is that not many of the fired shots do vary... so maybe to compensate we keep unrealistic reload times and ammo capacity to give the AI a chance to lob more torps at targets, with some of them actually being on target ?
I did also try reducing the shell speed in the torp launchers sim file - thinking this would cause the AI to train the barrel in advance of the target - but it changed nothing. Strange ... so does this mean the AI is completely unable to lead a target to compensate for shell / target speed ? I assume so. |
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#12 |
Weps
![]() Join Date: Sep 2005
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OK ..... another attempt - turn the torp launcher orientation sideways in the submarines.dat file, then reduce the shell speed to try and force the AI to lead the target that way. Am just testing some settings for the above now.
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#13 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
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Ok... so this is looking promising ... rotated the mount points on the sub (so that the up down elevation becomes side to side movement on the barrel). Am using shell speed = 200 and elevation limits increased from +- 90 to +-180.
Have target travelling at 10 knots and subs at varying distances.... interesting to note that the nearest one is the least successful. Will continue to tune the parameters to see if I can improve accuracy. |
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